(edited by kiwituatara.6053)
Also the bleed got bumped up from 3 to 6 stacks
So basically you get an initial heal when you place the trap down (which doesn’t heal the pet). If you want water field, regen, and condition removal, you have to go back to the trap once its active. This totally sucks coz the inactive trap isn’t invisible to your opponents. Healing Spring RIP.
Wow lol guys. I’ve had a lot of fun with the no ICD gimmicks, but a bug fix is a bug fix. As much as I hate how rangers balanced sometimes, this bug fix won’t break your builds unless you’re planning to exploit 24/7.
Pet still not getting Healing Spring heal.
I’d rather have
1% more damage and 1% more condition damage for you and your pet per boon that is on you
What does the “F” stand for at the end of each point? F for fixed?
Resounding Timbre: 360 to 600 units (Warrior and Guardian Shout skills have 600 range, keeps all Shout skills in line)
Beastly Warden: 240 to 360 units (Beastly Warden isn’t really working due to the short range unless you’re using bird pets)
Bonfire: 180 to 240 units (Anet buffed this so you were able to cover entire points in pvp, the buff got reverted after the patch)
I know this will be unpopular, but I think offhand skills such as Throw Torch and Crippling Talon should remain at 900 units instead of 1200. Not until Shortbow skills are buffed back to its 1200 range
(edited by kiwituatara.6053)
Thanks for post. This is excellent. Time to switch to birds~
LOLLLLL Are they drunk?
What happens to pets when we’re gliding off a cliff in HoT? Does it teleport? Or have a little parachute/balloon of its own?… What about bird pets?
Warhorn give swiftness, fury and regen. The fury is pretty much permanent due to the runes I have. The perma fury itself is a huge support for the team imo. You also have taunt to draw opponents away from your teammates.
Even though its zerker gear, it has 4 condi clears, a lot of weakness and protection uptime. I was kind of surprised its not as glassy as I thought it’d be.
As for damage. The axe provides sustained damage, but becomes very powerful if there are more than 1 target. You can still semi-burst with quickening zephyr, and the pet can damage isn’t bad.
Yea I tried Hoelbrak runes already. With Rage Runes, you get higher ferocity and perma fury, procing a sufficient enough might with Companion’s Might.
Main-hand axe is usually never used in power builds… I think I might have found a viable build for it. Please try it out and let me know what you guys think.
http://intothemists.com/calc/?build=-Jg-7-0;0Fkx-p2cDF-0;9k8E;1_ab;0157057146;4RwW4h;1m7YBm7YB5Z
Shortbow … your pet taunts … you have at their flank.
Trap … they stand in it because they are taunted by your pet.
Longbow … they aren’t countering your rapid fire because of the taunt.It’s another CC … so many good uses.
Yea man… Actually I’ve been fooling with an asura interrupt build for WvW
Shortbow: Interrupt on #5
Longbow / GS: Interrupts from both choose whatever you like but prob GS and has 2 potential CC’s with #4/#5
Taunt on pet f2
Nightmare runes : #6 fears
Spike Trap: Knockdown and unblockable
TechnobabbleCoupled with quick draw for a 7/8 second concussion shot on weapon swap (insane nice) and a lower block cd / interrupt cd on GS.
Out of all of them though the taunt is the best due to the way it works in general. Very nice skill overall.
It’s alot of fun chaining CC on players
Why not sunless runes instead of nightmare? That way you get more fears and less rng.
I am sorry to say this but the Taunt trait, unlike Poison Master and Invigorating Bond, is scaled off of the pet instead of the ranger. Meaning it is not affected by your condition duration, and will not trigger (6) Perplexity runes.
If anybody can post a video of them beating a decent condition mesmers on a ranger…
Condition mesmers probably the strongest build right now for roaming.
1. The conditions + survivability on mesmers is ridiculous.
2. Mesmers mobility is not something to be laughed at anymore. Teleports are instant cast and were not affected by the changes done to movement skills. I was able to catch up to a FGS ele the other night with my mesmer.
3. Condition Mesmers hardcounter rangers, regardless if you’re glass LB or condition bunker.
Ive been doing this for a long time… but with the wrong tonics. Getting myself a krait tonic now lol
I don’t mind the might on the frost spirit, but it should be at least two seconds, and at least two or three stacks. A single might stack for such a short duration would accomplish next to nothing. Fury is also a good alternative though, although I don’t think one second of fury is really that valuable either.
Stability on the storm spirit would probably be too good, and I don’t think it fits the theme of that spirit. It makes more sense to have pulsing stability on the spirit of nature since it’s a more powerful boon, generally speaking.
Also not 100% sure about that resistance suggestion. Could easily be too powerful.
As far as the activation times though, spirit detonation would be quite convenient if it were instant. It’d be much easier to inflict a clutch blind or daze.
Having Fury every 3 seconds synergizes with Remorseless trait very well.
Resistance wouldn’t be overpowered considering that a full spirit ranger has no condition clears apart from the elite skill. But I guess if not resistance, then 1s reflect every 3s.
Activation of spirit actives takes wayyyyy too long. It’s mostly based on luck if you’re able to land them.
https://youtu.be/gPDVZbvObP4
Are you kidding me? Really?
This trait should be changed:
- 3s interval
- Water spirit = 2s regen
- Sun spirit = 1s resistance
- Storm spirit = 1s stability
- Frost spirit = 1s fury
- Stone spirit = 1s aegis
- Spirit of Nature = 1s quickness
Edit: Cast time of spirits should also be reduced to 0.5s to keep it in line with engis turrets. Activation of spirit detonation should be instant.
(edited by kiwituatara.6053)
Trying to cleanse 12 different condition stacks at 1-3 condi clears per skill is futile.
I’ve also tried Rune of Lyssa. The conditions ticks once before the elite cast time finishes lmao, still most of my health gone.
Every ranger should be running signet of renewal for its active lol.
I’m seeing a lot of people, including non-ranger classes, getting blown up in PvP by a single tick of billions of conditions stacks. I’m finding that the typical condition cleanse that clears 1-3 condis is simply not keeping up with the 25+*12 conditions thats getting spammed constantly.
I find myself pulling out my Brown Bear and using the active of Signet of Renewal to clear an entire walls of conditions. Anyone else doing the same thing?
PS. This condition meta is crazy.
If you were full zerker and 6 points into marksmanship and skirmishing prepatch, you should be losing around 6% crit damage and 6% crit chance. Additionally, you lose another 5% LB damage because of trait changes. The skill itself has not been nerfed.
Nah. Its not a bug. I’m pretty sure it was a nerf. 33% was a bit too much.
33% increase in bleeds was too high anyways. I wish it was down to 25% instead of 20% though.
They added actual hp numbers on pet health bar coz of the CDI. I’m still trying to push for adding conditions/boons on the pet UI.
I have several questions about changing stats on the ascended gears with the mystic forge.
1. Will changing stats unlock other colored skins of the ascended weapons?
2. Will the skin remain the same after I’ve changed the stats? Or do I have to reskin every time the gear goes through the mystic forge?
3. Will changing stats destroy the runes/infusions/sigils on my ascended gear?
I’m still sceptical about this taunt trait. We all know pet AI sucks coz they can’t run and hit targets at the same time. With our super long F2 cast times (for most pets), I doubt the radius will be big enough to actually land the taunt. I am praying for at least 360 radius lol.
Vigor still useless on pets. I am salty.
“Sic Em!” currently is not good, as it is mainly used for the revealed part, but that is due to pets not being all that good. After the patch, with fully traited BM Hawk/Owl/Raven etc it will be massive. A 40% increase to the already huge increase in damage is going to make it crazy good on a 32s CD.
I actually feel like Sic Em is not the problem. +40% movement speed and pet damage is pretty strong. The problem is pet AI. If it were a little smarter, Sic Em would probably be a lot more powerful.
I agree. If pets could reliably hit you would be happy to buff the crap out of them.
Maybe if they added stability to it, it would be a good skill.
See, I don’t see that as a problem, I just wait for an immob or entangle etc before using it, with a bird, the +40% helps them stay close and the 300 range AA deals good damage. It’s only going to get better. I used to love this thing with Intimidation Training, you could F2, Sic Em and the pet wrecked face. Other pets could use an increase to AA range to compete with birds though.
It is a problem if you have to invest in so many CCs just to get Sic Em or even our class mechanic to work properly.
“Sic Em!” currently is not good, as it is mainly used for the revealed part, but that is due to pets not being all that good. After the patch, with fully traited BM Hawk/Owl/Raven etc it will be massive. A 40% increase to the already huge increase in damage is going to make it crazy good on a 32s CD.
I actually feel like Sic Em is not the problem. +40% movement speed and pet damage is pretty strong. The problem is pet AI. If it were a little smarter, Sic Em would probably be a lot more powerful.
Split blade, geomancy, crippling talon , sun spirit proc, sun spirit active, poison volley. Sharpening stone and sharpened edges.
Potentially 25 bleeds, 5 burns, 5 poison.Melty people.
Don’t forget. Quickdraw Split blade = double Split Blade.
HUSHHHH I wants to remain OP :X
I just realised. There are so many builds out there thats only focused on toughness as a defensive stat. A lot of thieves/mesmers/eles might actually be susceptible to getting 1-shotted by single condi ticks.
I guess this patch will bring vitality up so its just as important as toughness?
depending on how that marksman adept trait works on pet swap (is it combat only or outside of combat) I could potentially drop rune of speed. If that was the case I would run something like 20 in marksman (for moment) 30 wilderness and 20 beast and use the Asura daze with perplex runes
Oh. You can’t just drop 20 points into a traitline after the June 23rd patch. You HAVE to go balls deep 30 points into a traitline. However, you get to pick 3 entire traitlines (so like getting 90 trait points instead of 70). Uhhh I’m not doing a good job explaining this.
Heres a makeshift build editor, hopefully it’ll clear things up. http://dulfy.net/gw2traits#build=AgUBqAKoA6g~
You also don’t get any stats (power, precision, etc) from traitlines anymore. They’re increasing gear stats by ~30%.
All the condition damage formula has changed. They also made it so that burning and poison stack in intensity instead of duration. http://dulfy.net/2015/06/16/gw2-june-23-specialization-changes/
Aye, it is looking quite sexy.
@kiwituatara.6053
Fellow crazy spreadsheet person :-) I like it!For those without a spreadsheet, kiwituatara got those numbers for traited bleed and traited poison from:
- With the given bleeding numbers I get [26 + (0.075 * 2086)] = 182.45
- Increasing by 33% so multiple by 1.33 … 182.45 * 1.33 = 242.
- With the given poison numbers I get [33.5 + (0.06 * 2086)] = 158.66
- Increasing by 25% so multiple by 1.25 … 158.66 * 1.25 = 198.325
Personally, I have no issues with Poison doing less damage per tick since it does come with the added bonus of reducing healing (note: the healing reduction does not stack). If poison did as much as Bleeding, it’d make Bleeding just a weaker Poison.
I’ve actually been contemplating about ditching condition duration and just pushing condition damage to the max. If I get sigil of bursting, corruption, and undead runes, it’ll push condition damage to 2718. Bleeds will do 305/s. A burst bleed rotation (with Quick Draw), will push your total bleed to 7948/s.
Basically I’m trying to find if there is a way to one-shot people with a single condi tick… fufufu. Maybe might-stacking condi build instead?
Quick Math:
- New Bleeding at 80 is [26 + (0.075 * CD)]
- New Poison at 80 is [33.5 + (0.06 * CD)]
- Poison does 7.5 more per tick baseline (33.5 – 26 = 7.5).
- Bleeding has 0.015 higher coefficient than Poison (0.075 – 0.06 = 0.015)
- 7.5 / 0.015 = 500 condition damage to make them tick for the same amount
- 1 / 0.015 = 66.6 repeating condition damage
Results:
- Every 66.6 repeating condition damage less than 500, Poison will tick for 1 more damage than Bleeding
- 500 condition damage, Bleeding will tick for the same as Poison.
- Every 66.6 repeating condition damage more than 500, Bleeding will tick for 1 more damage than Poison.
Note: Hidden Barbs and Poison Master change these values a bit since they change the % damage each does … if you want that math, I can do it later. Just ask.
I’ve got my own spreadsheet out :P
If you got dire gear with condition runes: ~2086 condition damage. Equates to 240 bleeds (traited) vs. 197 poisons (traited).
(traited)
‘We heal as One!’ -
- High Heal Burst
- Swiftness
- Regen (With another specific trait, 5% less incoming dmg when you have regen)
- With Rune of the Trooper you gain a condi cleanse (Up to 5 allies)
- 16s CD
Troll Unguent
- 10s Pulsing Heal per Second
- Fury (With another specific trait, Fury refreshes Opening Strike)
- 2 Conditions Removed
- 20s CD
Darn… they both sound like awesome heals now
Healing Spring will be less reliable because of its arming time + criteria to proc, but with some trait you gain a blast finisher on pet swap (as you cast Call of the Wild on pet swap) on the longest water field in the game, but I can see new combat dynamics with it.
Water Spirit … Let’s… not talk about spirits :’(
LOL it always amuses me how nobody even bothers talking about Water Spirit. Worst heal ever.
OMG Welcome back xsorus! Will you be making more ranger videos instead of ESO?
I don’t know whether to take Troll Unguent or Heal as One now lol.
You take 5% less damage if you have regen boon as a minor trait in NM too.
(1)
You’re assuming that the new meta will be a condi-heavy meta. There are several condi removals still in the game with some classes getting more/easier access to them due to the new specialization system. The new condition mechanics don’t make these conditions any harder to cleanse. 1 Burning is removed the same as 1,500 Burning. We also will have much less to worry about from conditions from power builds as opposed to before where they could still do some solid damage (especially burning).(2)
Conditions aren’t auto-hit any more than Direct Damage. You can still avoid their application.(3)
In each meta, there is team composition. If you look at the meta builds, not all of them are loaded with condition removal. Some builds have a few or even none (ex: 4/4/0/0/6 Shatter Mesmer). They can rely on teammates in their comp to provide any additional cleansing.(4)
You do have Healing Spring and Signet of Renewal. They aren’t as trivially easy to use, but they are both effective and do their job well except in corner cases which can often be avoided through proper skill/pet management.(5)
I think we differ on what is “sufficient condi clears”. I don’t think someone needs to have 5 skills that are all condition removals … though I will have at least one build that is all survival skills or all survival skills except 1 utility that is SoR … because 3 utilities that are all cleanse + stunbreak is sexy. Harkins back to the earlier days of Elementalist Cantrips when they allowed that (and more … because they’re elementalists and have to one-up everyone, lol)
Yea, my rule is you can never have enough condition clears lol. Also, I’ve never liked Poison Master. All you need is enough poison to reduce healing, the extra poison damage (even with stacks) is trivial, especially when our bleeds will do almost twice as much damage as it is now.
I’ll probably be running 4 survival skills with 1 utility skill free for whatever else I might need. It’ll also be interesting to see what they’re doing to Healing Spring as it’ll become a trap skill. For some reason, I feel like it won’t be as effective as its current state due to the trap arming and activation mechanics.
Not really a creative build. Just putting together what seems to be the a logical set up for a condition build. Runes and sigils are a matter of preference.
http://dulfy.net/gw2traits#build=AgUCdAOYBNg~
Dire gear (grenth runes)
ST AD (geomancy/hydromancy, geomancy/ice)
Quickdraw allows you to Splitblade twice
Bleeds do 241/s
If you do the regular bleed burst rotation with double Splitblade. Bleeds alone will theoretically tick for a total of 6265/s.
Yep, it will be nice to force opponents to quickly recognize whether or not your conditions are a threat or not and when they need to cleanse them.
For Rangers, this is even nicer since this puts more pressure on opponents to blow their cleanses on damaging conditions … which then opens them up for the abundance of immobilizes a Ranger can bring to the table which then cause their target to be a sitting duck for the next round of condition applications
Things are looking nicely.
I may jump into that thread and debate your assumption that no one will take Poison Mastery though :-p
People may take Poison Mastery for fun. Actual viable builds with sufficient condi clears might not. I’m interested to hear how you would run Poison Master without getting rekt by the incoming condi meta. Please debate
You get it by relogging in
https://forum-en.gw2archive.eu/forum/professions/ranger/Stat-Calculation/first#post5153332
I did some calculations too :O
Our bleeds can do up to around 240/s or even 300/s if you push your stats to max and 380/s with 25might stacks.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: kiwituatara.6053
I am hyped and I bought the expansion. My entire guild left GW2 for Archeage a year ago and I’m the only one left in GW2. They said that they’re interested in coming back, but they are NOT paying $50 to rebuy the game.
I’ve been confusing myself on trying to calculate how much armor my cavalier build will have… http://gw2skills.net/editor/?fNAQNAR8HAA-TFhYwABV/ZhSQAK/YpbAA-w
I can’t seem to get the numbers right using the calc…
Assuming 30% increase in gear stats again. You’ll get 2413 toughness (3531 armor).
Thanks. How does that calculation work? 1000 base toughness + 1413 toughness from cav armor + how much defense on the armor + what base defense?
Actually I don’t know anymore about toughness → armor conversion. That stuff is tricky. I thought I had it, but it should be somewhere between 3450-3550.
I’ve been confusing myself on trying to calculate how much armor my cavalier build will have… http://gw2skills.net/editor/?fNAQNAR8HAA-TFhYwABV/ZhSQAK/YpbAA-w
I can’t seem to get the numbers right using the calc…
Assuming 30% increase in gear stats again. You’ll get 2413 toughness (3531 armor).
An idea of how much damage you’ll be dealing…
Conditions on Weapon Skills:
-Sword #3 (Serpent Strike): 2 poisons – 306
-Torch#4 (Throw Torch): 2 burnings – 882
-Torch#5 (Bonfire): 1 burning – 441
-Axe#2 (Splitblade): 5 bleeds – 880 (Hidden Barbs – 1170)
-Dagger#4 (Stalker’s Strike): 3 poisons: 459
-Dagger#5 (Crippling Talon): 3 bleeds: 528 (Hidden barbs – 702)
Did you followed the new condition calculation? Because it is weird that the poison tick is lower than a regular bleed.
Yes I did. Keep in mind Dagger#4 will apply 3 stacks of poison (459) and Sword#3 will apply 2 stacks of poison (306)
Hi, this is just a general calculation for condition damage for the standard S/T A/D dire survival build. I chose this build because its what I enjoy running the most, and also because of the incoming huge changes for condition damage.
Assuming post-patch gear gets exactly a 30% increase in stats.
Post-patch ascended dire gear (dire + rabid trinkets):
-1413 condition damage
-828 vitality
-969 toughness
-140 precision
Condition runes (excluding undead):
175 condition damage
Stats without food (with ambidexterity):
-1738 condition damage
-1828 vitality (24,202 health)
-1969 toughness (3,087 armor)
-1140 precision (14.19% critical chance)
Stats with food (koi cake + tuning crystals)
-1999 condition damage
-1828 vitality (24,202 health)
-1969 toughness (3,087 armor)
-1140 precision (14.19% critical chance)
Condition damage with food (1stack/sec):
-Bleed: 176 (With Hidden Barbs: 234)
-Burning: 441
-Poison: 153
I didn’t bother with Poison Master since nobody’s going to run that trait anyways. Also, you’ll have to do other condition calculations (confusion, torment) yourself depending on what runes you’re running. I myself never run those runes so good luck
(edited by kiwituatara.6053)